"Free talent points" are a myth
by Slant | 21/09/2010 21:45:39![]()
This is a laudable goal, but I'm having a great deal of difficulty figuring out how you can say it's still your goal when there's been so little progress towards achieving it. We're coming up on October now, cataclysm launches in the holiday window, and the vast majority of trees have zero points free. Every single one must be invested into core role talents. Are we missing a "magic" beta patch that fixes it all? Or do we just have different definitions of utility? All of these are from a PvE perspective. This means that a talent that grants 0.1% DPS (or tanking, or healing) is mandatory over one that offers 0 core role benefit in favor of non-raid utility or fun. If you disagree with that, you have a disconnect with the way people play this game. Note that I'm only covering the primary tree, not subspecs. There may be free points in subspecs. One major goal of the cataclysm talent revamp was to provide players with choices, to eliminate cookie-cutter builds. If that was the goal, it's failed. Of the 13 specs I spotchecked before I got overly bored, only combat rogues are anywhere close to where they should be-- and they only have 4 points free out of 31. Not a great deal of choice there, and they're the best of the lot. Summary/TLDR: Unholy DK - 0 Fun/Utility Talents free Frost DK - 0 Fun/Utility Talents free, 32 points required Blood DK - 0 Fun/Utility Talents free Ret Paladin - 2 Fun/Utility Talents free Prot Paladin - 0 Fun/Utility Talents free Enhance Shaman - 0 Fun/Utility Talents free Resto Shaman - 1 Fun/Utility Talents free Combat Rogue - 4 Fun/Utility Talents free Shadow Priest - 0 Fun/Utility Talents free Feral (Cat) Druid - 0 Fun/Utility Talents free, 32 points required Feral (Bear) Druid - 0 Fun/Utility Talents free, 38 points required (my reasoning is below) Marks Hunter - 0 Fun/Utility Talents free, 32 points required Survival Hunter - 2 Fun/Utility Talents free, 32 points required Unholy DK - No fun/utility (FU) talent points free, 31 points required T1, T3, T6, T7 - No free points. T2 - 1 slack point, must be invested in a PvP talent 100% worthless for PvE DPS. PvP != fun/utility. T4 - No free points. 1st point in magic suppression here is a DPS gain, not a FU talent. T5 - No free points. 2nd point in magic supression is a DPS gain. (Note that this assumes you want unholy to use unholy presence, with 2 points in imp. unholy presence. Currently in beta unholy spec will skip it, and have 2 points here, 1 of which will go to the 3rd point in magic supression and one actually free for FU. Frost DK - No FU talent points free, 32 points required T1, T2, T7 - No free points. T3, T4 - Not only are there no FU talents, but frost has 7 mandatory DPS points at both of these tiers T5, T6 - 2 free points for FU in each tier, but these are used in T3 and T4 for mandatory DPS Blood DK - No FU talent points free, 31 points required. T1 - No free points. Choice between a solo talent like butchery and bladed armor is a no-brainer. T2, T4, T5, T6, T7 - No free points. T3 - No free points. 6 mandatory tanking talents this tier. Ret Paladin - 2 FU talent points free. 31 points required. T1, T3 - No free points. T2 - No free points. (Everybody will put the 2 points into pursuit of justice as it is an indirect raid DPS improvement in any fight with any movement.) T4 - No free points. 6 mandatory DPS points this tier. T5 - No free points. Repentence is utility, but it's likely to be mandatory utility. The 2 free points will be invested into long arm of the law as movement speed is important for movement fights. T6 - 2 FU talents. Finally! T7 - No free points. Prot Paladin - 0 FU talent points free, 31 points required T1, T2, T4, T5, T6, T7 - No FU talents T3 - No free points. 6 mandatory tanking talents this tier. Enhance Shaman - 0 FU talent points free, 31 points required. T1, T4, T6, T7 - No FU talents T2 - No free points. 6 mandatory DPS points this tier. T3 - 1 free point, but will go to runspeed as it's a DPS increase on movement fights. Not a choice. T5 - 2 free points, 1 of which goes to the second point in runspeed. The second will go to improved shields. It's a very small DPS increase as it's a terrible talent, but it's not zero. Resto Shaman - 1 FU talent point free, 31 points required T1, T3 - No free points, 6 mandatory healing points these tiers. T2 - No free points. Assuming focused insight will be mandatory. T4 - Would be 2 free points, but they are consumed by tiers 1 and 3 taking 6 points apeice. T5 - 1 free point! T6, T7 - No free points. Combat Rogue - 4 FU talent points free, 31 points required T1 - No free points, 6 mandatory DPS talents this tier T2, T6, T7 - No free points T3 - Would be 1 free, but it's used in T1 T4 - 2 free points! T5 - 2 free points! Shadow Priest - 0 FU talent points free, 31 points required T1, T4, T6, T7 - No free points T2 - No free points, and 7 mandatory DPS talents this tier. T3 - Would be 2 free points, but they're used in T2. T5 - Would be 2 free points, but they go into veiled shadows in T1 for a DPS increase Feral (Cat) Druid - 0 FU talent points free, 32 points required T1, T2 - No free points. 7 mandatory DPS talents these tiers. T3 - No free points. Assuming only 1 point in stampede is required for cat DPS. T4 - Would be 2 free points, but we're 4 ahead, so they're used in T1. T5 - Would be 1 free point, but we're 2 ahead, so it goes into T2. T6, T7 - No free points. Feral (Bear) Druid - 0 FU talent points free, 38 points required. (Bear is kind of an outlier. It has a lot of DPS talents, and it's unknown how important threat will be in cataclysm raiding. It will certainly be more important than WOTLK, however, so I noted them as mandatory.) T1, T7 - No free points T2, T3 - No free points, and NINE mandatory tanking talents these tiers. T4 - Would be 2 free points, but we're 8 ahead, so they go into T2. T5 - No free points, and 7 mandatory tanking talents this tier. T6 - Would be 1 free point, but we're 9 ahead, so they go into T2. Marks Hunter - 0 FU talent points free, 32 points required. T1, T4, T7 - No free points T2 - No free points. 7 DPS points this tier. T3 - Would be 1 free point, but it's used in T2. T5 - No free points. 6 DPS points this tier. T6 - Would be 1 free point, but it's used in T2. Survival Hunter - 2 FU talent points free, 32 points required T1, T3, T4, T6, T7 - No free points T2 - 2 free points! T5 - No free points. 6 mandatory DPS talents this tier. [ Post edited by Slant ] WOTLK Shaman FAQ: http://forums.worldofwarcraft.com/thread.html?topicId=79203452 |
by Ghostcrawler | 22/09/2010 06:38:59![]() I appreciate all the work the OP put into that post, but you have to look at your definition of "mandatory." You're taking several talents with no +damage benefit and calling them dps talents because they may lead to higher dps. But under that argument even +health talents are dps because you're likely to do higher dps when you're alive. My personal philosophy, as I have expressed before, is that the community tends to be over-obsessed with cookie cutter builds. It's somewhat understandable because the WoW community has evolved in a direction where being badly informed is worse than being a bad player. We're all very quick to judge each other based on litmus tests, such as gear scores, achievements, or proper talent builds, that likely don't measure performance half as well as we want them to. Even many of the so called cookie cutter builds today are honest about those talents that are a toss up. Picking talent A over talent B may be a theoretical dps benefit in the sims or even for the author of the cookie cutter build, but that doesn't mean it will work for you. I have deviated from these sacred builds often on my own characters because I found that I don't rely on certain abilities or mechanics as much as the build assumes I should. Now maybe my dps (healing, etc.) would improve if I could manage to do that, but in the interim using a build that is bad for me just because it's the anointed one doesn't make sense. A- dps with the "bad" build is superior to C+ dps with the "good" build. If it's a talent that provides a 10% dps increase or offers an ability you'll use constantly, fine. It's hard to argue that won't benefit most players. But when I see players obsess over talents that provide a theoretical 1% dps increase that is vastly overshadowed by the noise of their own performance, I shake my head a bit. Want to see what I mean? Compare a parse of yours on the same boss from week to week. You'll probably see a dps variance of 5-10% or more. That's the role of your skill, latency, bad luck, lacking the perfect raid comp or whatever else. Worrying about that 1% dps talent was a rounding error. Let's not forget that what may be 1% on one boss probably is not on another. Finally, getting back to a "mandatory" talent, consider what you'd call a talent that wasn't mandatory. You'd probably call it junk, the way many of you dismiss the "PvP talents." If a talent is useful, then it becomes mandatory. If it's not useful, it's dismissed. That narrow sweet spot in the middle where a talent is truly optional is held to be very, very narrow indeed by many in the community.
Posts like this make me very sad. You're portraying yourself to be at the mercy of uninformed yet tyrannical raid leaders who are quick to judge your performance based on perceived "tells." I know you need some basis to evaluate potential recruits or even pug members. But I do wish there was some way to turn around this virtual phobia of inefficiency -- this terror of being WRONG -- that we have managed to instill in our player base. I honestly think it's one of the greatest challenges facing the game.
I agree with Virid. There is no feasible way to talk about everyone's beef with each of 30 talent trees in one thread. By all means, bring those issues up in the forum as a whole, but I feel the only way to address all viewpoints in this particular thread is by sticking with the high-level philosophy of what we're trying to create. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 07:35:34![]()
I'm just saying it's not worth it. How many attempts can you name in your lifetime as a WoW player where your doing 1% more dps would have made the difference between success and failure? And how many of those attempts could you have gotten 10% more dps if you had just totally nailed your rotations etc. on those fights instead of worrying about a theoretical 1% dps gain from a different talent? Every bit helps, totally. I'm not saying throw a dart board at talent trees and expect to be competitive. But at times it's a bit like stooping down to pick up pennies in the gutter because you're about to plunk down six figures on a house. Hey, that's one-one hundredth less dollar I have to pay. :) On a stationary fight, those movement boosts are useless. On a fight where you can't AE, those area damages are useless. If you have enough mana, then you have enough mana. Yes, I can understand the argument that it might be convenient to pick all of that stuff up because it might be useful on some fight, but if you're hardcore enough to pick up a talent because you read it was a 1% dps increase, then you should be hardcore enough to know for which fights it applies to and perhaps even be willing to swap specs accordingly. There are players that swap out a lot of glyphs in between fights or even re-gem. Some cutting edge guilds respec for every boss when they're working on progression. They probably coax a 1% dps increase out of doing so. Does that mean you should? Min-maxxing is fun. It's part of the game. Sometimes (more rarely than is claimed) it's even necessary for progression. Just keep it in perspective. It's probably not going to doom your attempt if you pick up a fun talent instead of a 1% dps increase. If the Saturday pug won't take you because you lack the anointed talent, you're probably better off not running with them. Interestingly, the community seems to have adopted 1% dps as the trade-off they're willing to make. You don't often see posts or guides advocating a gem or talent because it provides a 0.3% dps increase. There is something magical about 1% for a lot of players. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 07:46:42![]()
We see this every expansion. Some players start to freak out because their list of demands hasn't been met yet and they sense release is imminent. Then the expansion ships and everyone is focused on some other overpowered ability that was only a blip on the beta radar. It's inappropriate for me to provide any hints about how close we are or are not to ship. We need to provide that information through certain channels. We're happy with the talent trees given the confines of the talent system. If we were making WoW 2.0 (which we're not), the talent panes might look very different. Perhaps there would be even fewer choices and all centered around utility. Increasingly I think exclusive choices (like Starcraft's campaign upgrade system, or the way Paths of the Titans was going to work) is the only way to make interesting choices without cherry picking. On the other hand, one thing we've definitely learned through this process is that (most) players want a certain amount of safe choice. Maybe that gets back to the whole "terror of being caught being wrong" problem, or maybe the game's just too complicated. We talked about an even more radical overhaul where choosing a spec was a bigger deal and you had maybe 3 talents after that, but ultimately we understood the risk of changing too much a game that some players have stuck with for over 5 years. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 07:50:33![]()
Because we're convinced those would not be a true avenue for individual expression. They would just become the new cookie cutter. Every time a spec has been viable that dabbled in multiple trees, it's because it cherry picked a certain selection of abilities that out-performed every other option (often in PvP). Consider that every tree needs a certain number of talents that provide a spec all of the power it needs to function. We need to position those in such a way that you can't get one from each tree and end up overpowered. Traditionally, we kept shoving those talents deeper and deeper in their respective trees, which just meant you had to be higher and higher level before you started feeling like the dude you imagined when you spent that first point at level 10. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 07:58:39![]()
I think I posted something similar recently, but there are a few problems with that. 1) Those top tier talents don't have many abilities to work with - often 5 or 6. There isn't much to modify at level 10 or 20. 2) Those top tier talents need to be attractive for the main spec. Enhancement doesn't want to have to get down to tier 3 before it finally get the meat and potatoes to feel like a melee-focused tree. 3) Those top talents need to be at least somewhat comprehensible to new players. By the time you're level 80 almost all players are hardcore to some extent, considering the amount of time they've invested. But when you've only been playing for a few hours, some of the more lawyerly tooltips can be overwhelming. 4) Those spots are the only place you can put something that you want accessible to all trees. So you lose some of optional feel for every "everyone should get this" or even "two specs should get this" talent. 5) If the utility feels really optional, then the e.g. healer just goes and gets more healing-focused talents in their own tree. 6) Some utility talents are so powerful that they are considered mandatory anyway. Movement speed is a big one here. It's hard to offer "just enough" utility and have the talent still be a tempting buy. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 08:03:33![]()
What we do sometimes is say stick Repentance as a prereq for something you desperately need. The hope is we can count on paladins (in this example) having the crowd control, and the player can pick up the talent guilt free. And yet, we see a lot of complaints about the prereqs. "Why do I have to get that talent that doesn't benefit my dps?" If there aren't enough core dps talents, some players get agitated (and I'm not trying to dismiss that response as inappropriate). But that leaves less room for the utility ones. I'm not trying to say we're unhappy with the talent trees. By and large, we're very happy with how they are shaping up. I'm just trying to explain some of our reasoning and why some of the alternate talent trees we see pitched are not tenable from our perspective. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 08:07:05![]()
Don't feel bad. I can always get a new liver. Seriously though, I'm not trying to whine. This is just the kind of topic that I like to think I can really share our design intent and perhaps reach a lot of players. It's class agnostic. It's complicated. It's controversial. It makes for good discussions in a way "My class is terrible" posts do not. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 22/09/2010 08:10:55![]()
Our average ilevel is there primarily because Dungeon Finder restricts usage and we didn't think it was fair to say "You must be this high to ride the ride" without defining "this." It's there to stop a fresh 85 who has no idea that's he's doing something terribly wrong by queuing right away for heroic Grim Batol. I would not use our ilevel as much of a serious metric. It's very easy to game by sophisticated players. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 24/09/2010 08:01:31![]()
I understood where you were going with your post, but I disagree with this part. The positioning and strategy are responsible for far, far more wipes than low dps. Now, very high dps can also cover for a certain amount of slop. I also found it interesting, though I've lost the quotes now, that some players thought damage meter obsession was caused by the content being too difficult ("Gah! Zerk timers!") and others claimed it was because the content was too easy ("nothing else to do but compete"). Personally, I think it's just the sign of a 6-year old game. The Molten Core raiders were just a lot less sophisticated than players are now.
I agree with what you're saying, but only to a point. If player A loves a talent and player B hates a talent, then on the surface that's a good talent, right? It's optional. But it's not optional to player B. He hates the talent. For him, the talent tree is just a smaller tree. His respec options are limited. That's a different situation from the talent being a really good talent and player B just not sure he can afford the points to get it. But if it's too good, then A and B both get it and it feels mandatory.
Because I feel I can predict how that discussion would go. I could attempt to respond to the rogue concerns and the paladin concerns and the DK concerns all in this one thread, and then every rogue, paladin and DK participating is going to respond to their issues only and suddenly this conversation (which to be honest, has been pretty good for these forums) shatters into a bunch of mini conversations with a lot of players just positioning for gotchas or campaigning for buffs. Forums, particularly one in which there is one of me and many of you, aren't great avenues for attempting to dismantle someone's position line by line. They are okay though for each side attempting to present their philosophy. I'm more interested in the philosophy. That's my job -- to make sure the combat and character portions of WoW match the vision of the game.
Berserking is not the only way in which encounters can end badly.
But we're not talking about the norm. We're talking about the spec (and gear, etc.) that theorycrafting suggests can do the highest possible dps. It may not work for you. I have yet to see a player who can play perfectly (though some get very close). That implies everyone can increase their dps a little bit. That curve is in fact a curve, not a straight line. There are peaks and valleys. Adhering more and more to the accepted spec does not guarantee your dps linearly climbs higher and higher. Here's a tip. Try a build. Record your dps. Try another build. Record its dps. See what does the best for you. Since you want an example, let's say there is a talent that improves your dps by 5% of you always click the talent when your trinket procs. If you fail to do so, then your dps is only 3%. Meanwhile, another talent gives a passive 4% damage boost always. Now if you can manage the trinket trick, nobody is arguing that the dps is higher. But if you take that talent and consistently fail to use it at the right time, then your dps is suffering. Yes, you *should* be able to get better. But how many times are you going to fail to reach 5% and fall to 3% before you accept that maybe 4% is okay?
No, with all due respect, I think that's where you're wrong. The people who *should* be the ones worried about that 1% dps increase are the ones who have minimized every other potential dps loss (such as not dying). Too often the ones that are worried about the 1% dps increase are the ones with sub-optimal gems and weapons of unusual weapon speed who don't understand why the boss keeps parrying them, and so on. I have been able to trivially out dps while using a "bad spec" folks using the "right spec," and I'm sure many of you have too. (I remember the day our rogue in BWL nearly topped meters using only blue gear just to prove that point.) If you are at the top of your game, by all means obsess about that 1%. If you're like the remaining 90% of players, then don't feel so guilty about getting a fun talent.
Yes, exactly. Get Killing Spree. No argument there. But your choices on other talents are going to vary a lot depending on the fight. Just looking up "max dps spec for Combat" might give you a cookie-cutter build, but not necessarily an effective one for the content you're on.
Yes.
Yeah, I agree. Something to consider. We don't really expect the Destro lock to agonize about whether to choose Backdraft or Chaos Bolt. They are just a rite of passage at that point.
You answered your own question.
We'd be having this same discussion if the Cataclysm model was to take the 31 point trees and expand them to 51 points. "I thought we were going to get real choice with these new trees, but there are all these +5% dps talents. Someone is going to math out which of those to get or not and then we're all going to have cookie cutter builds again." Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 24/09/2010 08:01:36![]()
If you die halfway through the fight, then it's a 0.5% dps increase. :) Besides, it's a only theoretical 1% dps increase in the first place. It may not be a dps increase for you. If it's a +Heroic Strike talent and you don't hit Heroic Strike enough, then it isn't going to give you the 1% promised.
I agree that probably would work. That doesn't make it a good idea though. We don't like the thought of telling players at level 1 that only a select few of them will be able to kill the dragon and the rest will be voted off the island. Sure it feels great for the dragonslayer, but all the rest of the players never get to experience the end of the game. Arthas, that guy they've heard about for years, perhaps even played as if they played Warcraft III, becomes something they read about on the forums instead of something they got to experience. Imagine being shown a great movie and being kicked out near the end because only the better moviewatchers deserve the experience. But this is a whole different discussion. :)
It gets even better, though more restrictive, if you force players to spend 5 points in the previous tier instead of backfilling anywhere in the tree.
Yeah, I agree on both points. But I appreciate that bettering your characters is a major motivator, especially at the endgame, and sometimes very small incremental steps are the only ones available. All I suggest is that players keep it in perspective. Ghostcrawler Lead Systems Designer |


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